Tamerra is a world ruled by the four elements: earth, wind, fire, and water. Long ago, when the elements lived in harmony with each other, the world's shepherd, man, tended to the land. One day, the people sought to control the elements, dividing themselves into four groups with one group devoted entirely to the study of one element.
As time passed and the Ancestors' mastery of the elements grew, the people started to morph, their bodies taking on certain traits of their elements: those that studied air grew wings and learned how to control the air currents; those that studied earth grew fur and learned how to talk to nature; those that studied fire grew something and learned how to manipulate light; and those that studied water grew gills and learned how to shapeshift.
Time passed and eventually the races fell out of touch with their element. Without shepherds to make use of the elemental power, the world became unstable and threatened to collapse. It was at this point four scions, one from each race, gathered together and used their power to prevent the world from utter destruction, although what they really did was simply create an alternate reality of their world.
Thus began the mass migration to Tamerra II. Those that were left behind remained in Tamerra I, which became known as the "Spiritual Realm". Some creatures were able to find access to Tamerra II, but access was always temporary and they vanished soon afterwards. The races that resided in Tamerra II began to recognize this link to their former world, and so learned the concept of summoning, sharing bonds between themselves and a "visitor" and reopening the Gateway symbol left behind once a "visitor" left. These visitors became known as "Guardians", as through this shared bond, Guardians acted as protectors of their Summoner.
Centuries passed and like before, the races grew away from Guardians, leaving their visitations as a sort of legend. Guardians, as well, began to forget how to access Tamerra II. Every so often, a Guardian would find access to the plane, but the races soon forgot what they were, and their visitations were treated as will-o'-the-wisps.
Jispo is the first creature to become a Guardian in over a hundred years.
Guardian Summon: Jispo is a Guardian, which is a type of summon. Upon Zephyr's call, Jispo will be granted the ability to traverse between realms. He does this through a Gateway symbol that Zephyr possesses on an amulet around her neck. Once he has arrived, Jispo can interact fully with the physical plane, that is, lift objects, scratch and leave marks, and make overwhelmingly cute animal noises. When Jispo feels weak or especially tired, he can retreat back to the Spiritual Realm, leaving a residue of ash consisting of his gateway symbol.
Retractable Claws: Jispo has a pair of retractable claws. They are very sharp, and will part skin when he scratches you (though not very deeply).
Sharp, Pointy Teeth: Jispo has the mouth of a carnivore, and as such has sharp, pointy teeth that hurts when he bites you.
Scritchy-Scratchy Tongue: Jispo has a barbed tongue to help clean himself. It is much like a cat's, and if he licks you it is likely to cause pain. Extended periods of grooming will make the skin raw (Zephyr sometimes has these marks).
Picture:Linkage(art by Mike Vega and Chana Goodman)
Appearance: Jispo is about the size of a small cat with a green feathery crest and green feathers for wings. He only has two legs, so he looks like a fluffy bird that doesn't have a beak and furry legs and paws, too. His coat is of a chestnut color, with a pink triangle nose and poofy cheeks to store niblets to save for later. He has three dark brown stripes on his tail, which is about twice the length of his body and oh so fluffy. He likes to wrap it around Zephyr's neck when he is perched on her shoulder, and when he is not perched on her shoulder he holds it behind him much like a squirrel.
He is incredibly inquisitive, and so is constantly looking about himself, finding ways to stick his nose in business that does not concern him. His feathery crest reflects this. When it is erect and splayed, he is curious and happy. When he is upset, mad, or afraid, he pulls his crest and ears back, flattening them against his head. Keeping watch over his crest and ears is a good way to determine the type of mood the aelurus is exhibiting.
Personality: Jispo is still young, so he acts very much like a kit. He's playful with a little bit of mischief. He won't listen all the time, and if he's scolded, he's liable to whine or talk back. He's a curious little creature, and loves to explore and investigate things, oftentimes getting himself and Zephyr into trouble.
Despite this, his loyalty to Zephyr is unsurpassed. He is always there for her to offer comfort, solace, and companionship. While he can be rather skittish at times, he has a surprising bit of courage, and will put himself in danger's way if it meant to protect Zephyr from harm.
He is incredibly spoiled, and goes about with the idea that everything in the world is his because, well, why shouldn't it be? He likes shiny objects and things that jingle, and will take any opportunity to swipe them from unobservant people.
History: Born in the realm of Tamerra I, a land forgotten by its people, Jispo lived the life of a typical wild animal. His name was not Jispo at the time, of course, instead being identified through his calls and scent markings.
Ever a curious creature, it was not long before Jispo discovered how to traverse realms, learning the art by following his mother's example. He was the first of his siblings to learn the art, and so he began following his mother whenever she journeyed between realms. He found this new world fascinating, and spent more and more of his time in this strange new world.
It was one fateful day after following his mother across realms that he wandered off and became lost. Whilst searching for his mother, he came across a strange being that had wings like him and walked upright, though she had too many limbs for his liking. Still, she was quick to give him attention, and so he spent the rest of the night enjoying her company, unconsciously imprinting himself in her heart. After playing all day, the two settled down for the night, but Jispo woke in the early morning at the sound of scuffling and loud, rude noises. Frightened, he departed the realm, seeking solace back home in Tamerra I. Though he felt guilty of leaving that nice creature at the claws of whatever ill tempered beast came to befall her, his skin was saved and that was good enough for him. Time passed and he soon forgot about her … until he felt a sudden calling and found himself traversing realms right back into her arms!!!
Remembering the good times, Jispo was overjoyed at meeting his old friend and finding that she didn't get eaten like he thought she had. He accepted the name Jispo which she bestowed upon him, and spent as much time as he could traveling with her, in part because he enjoyed her company and the attention and extravagant gifts she would give him, like balls of yarn and sewn felt mice and other such toys made typically for house cats.
As the worlds of Tamerra I and II were separated by an ancient magical barrier no one could explain anymore, as darkness took the worlds Jispo found himself torn from Zephyr's grasp. Now, he finds himself on a broken world, shattered into floating isles, and unable to traverse realms as he could before…